I'm aiming for "plausible", not necessarily "realistic"... after all, how "realistic" are laser-guns, 6 foot fire-breathing ants and Super Mutants? It's my personal feeling that some 300 years after a nuclear war it would only make sense that a society accustomed to electric lighting would strive to return to - and supersede - the past. Even today, in "real-life", we have CFC light bulbs that require a fraction of the power of traditional incandescent bulbs to generate even more light. Production/stage lights (HMIs, LCDs and the like) can generate as much light as traditional lighting with an exponentially smaller electric draw.

As such, I don't think it's out of line to consider that a team of engineers, 300 years in the future, would succeed in designing a "better bulb". And yet, I'm still keeping this whole thing "reasonable". Where there is no plausible way to get wired-electricity, there are generators or solar panels. Additionally, ELECTRO-CITY Engineers won't go where they're not welcome or at risk. Placement of the lights is, in my opinion, "reasonable".

In many cases I've determined what type of light was initially used by the game-developers and increased their number in specific areas. In other cases, I've made a judgment call about what I think of as "reasonably likely". While the Courier is going about his or her business, the men and women of ELECTRO-CITY are going about theirs. My goal has been to create a "company" that could plausibly exist within the Fallout New Vegas world. A company whose presence is felt throughout the game-world but a company not made up of "gods" or "unlikely" tech. I guess that's what we all mean by "lore-friendly".

In order to counter arguments against light in far-away places, I've "invented" new - but plausible - tech that converts Solar Energy into light. Or, I've simply added more burn-barrels and torches... it all depends on the location. You won't necessarily see the same lights in every place and you won't see them where they don't belong. So where are these lights? Right now, they're just about everywhere. Rather than post a list, I hope you'll simply play the game and enjoy the additions. See more >>

These patches enable support of all Project Nevada features for DLC-added items. This includes new Visor Overlays for helmets and custom grenade Hotkey icons for explosives. When using FOMM, the installer will automatically detect which DLC are installed and select the appropriate patches. The DLC modules add support for individual DLC. Each is a separate file that adds armors and weapons to the correct lists to work with the Project Nevada system. See more >>

This Mod gives you a perk every level from the time you activate it. It does not give retroactively, if you want to add the perks you missed you have to use console commands and the perk code. See more >>

Fellout got rid of the green in Fallout3 and is the 4th most endorsed mod of all time. Fellout NV does more of the same from the same author. There may be no green, but there's sure a lot of orange. Orange? Soft, warm, comfortable orange shades in the Mojave desert? This isn't a log cabin camp fire, it's one of the harshest places on Earth! Fellout NV replaces that orange with harsh, unforgiving and hot environments.

Fellout NV removes the orange tint from most areas and creates a realistic lighting environment. It does this indoors and out. Static lighting is usually a bit darker, but has a longer range (or a larger "pool") while ambient lighting is reduced - Check Freeside out at night. The weather modes are overhauled and given realistic brightness, realistic colouring and realistic lighting. There's a night now (because the game sure didn't have any nights) which gets pretty dark, the daytime desert haze fades off into the distance naturally, hell you can almost feel the desert sun beating down on your neck! See more >>

Which one (if any) of those incredible mods have you tried? Share us some thoughts.